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authorDan Lake2011-11-03 17:06:08 -0700
committerDan Lake2011-11-03 17:06:08 -0700
commit94dc7d07ebc22ce0e0d9b77e91538ddc90799bee (patch)
tree0d2ffc74fa937af0ca5d9e6fb2fafeac2c37dd61 /OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
parentremove the pointless check of the face texture struct against null in Bot.Obj... (diff)
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Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to
the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
Diffstat (limited to 'OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs')
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs13
1 files changed, 5 insertions, 8 deletions
diff --git a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
index f8120aa..5a3a62f 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
@@ -112,7 +112,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
112 { 112 {
113 foreach (Scene scene in m_scenes.Values) 113 foreach (Scene scene in m_scenes.Values)
114 { 114 {
115 scene.ForEachRootScenePresence(sp => scene.AvatarFactory.SendAppearance(sp.UUID)); 115 scene.ForEachAvatar(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
116 } 116 }
117 } 117 }
118 } 118 }
@@ -123,15 +123,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
123 { 123 {
124 foreach (Scene scene in m_scenes.Values) 124 foreach (Scene scene in m_scenes.Values)
125 { 125 {
126 scene.ForEachScenePresence( 126 scene.ForEachAvatar(
127 delegate(ScenePresence sp) 127 delegate(ScenePresence sp)
128 { 128 {
129 if (sp.ControllingClient is LLClientView && !((LLClientView)sp.ControllingClient).ChildAgentStatus()) 129 bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
130 { 130 MainConsole.Instance.OutputFormat(
131 bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp); 131 "{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
132 MainConsole.Instance.OutputFormat(
133 "{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
134 }
135 }); 132 });
136 } 133 }
137 } 134 }